[FEATURE] simple GUI support
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@@ -1,8 +1,11 @@
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#include <GL/glew.h>
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#include <glm/gtc/matrix_transform.hpp>
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#include "../models/model.h"
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#include "renderer.h"
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#include "loader.h"
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#include "../toolbox/toolbox.h"
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#include "renderer.h"
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#include <iostream>
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namespace render_engine
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{
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@@ -12,9 +15,10 @@ namespace render_engine
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static const float NEAR_PLANE = 0.01f;
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static const float FAR_PLANE = 1000.0f;
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/*
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This function will load the projectionMatrix into the shader
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*/
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// GUI variables
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static models::RawModel quad;
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void Init(shaders::EntityShader& shader)
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{
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// Faces which are not facing the camera are not rendered
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@@ -28,6 +32,10 @@ namespace render_engine
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shader.Start();
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shader.LoadProjectionMatrix(projectionMatrix);
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shader.Stop();
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// Initialize the quad for the GUI
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std::vector<float> quad_positions = { -1, 1, -1, -1, 1, 1, 1, -1 };
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quad = loader::LoadToVAO(quad_positions);
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}
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/*
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@@ -49,7 +57,7 @@ namespace render_engine
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const models::RawModel raw_model = model.raw_model;
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const models::ModelTexture texture = model.texture;
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// Enable the model
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// Enable the model (VAO)
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glBindVertexArray(raw_model.vao_id);
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// Enable the VBO's from the model (VAO)
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@@ -67,11 +75,52 @@ namespace render_engine
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glBindTexture(GL_TEXTURE_2D, model.texture.texture_id);
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glDrawElements(GL_TRIANGLES, raw_model.vertex_count, GL_UNSIGNED_INT, 0);
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// Disable the VBO's and model
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// Disable the VBO's and model (VAO)
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glDisableVertexAttribArray(2);
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glBindVertexArray(0);
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}
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void Render(std::vector<gui::GuiTexture>& guis, shaders::GuiShader& shader)
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{
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shader.Start();
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// Enable the VAO and the positions VBO
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glBindVertexArray(quad.vao_id);
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glEnableVertexAttribArray(0);
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// Enable alpha blending (for transparency in the texture)
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Disable depth testing to textures with transparency can overlap
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glDisable(GL_DEPTH_TEST);
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// Render each gui to the screen
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for (gui::GuiTexture& gui : guis)
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{
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// Bind the texture of the gui to the shader
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, gui.texture);
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glm::mat4 matrix = toolbox::CreateModelMatrix(gui.position, gui.scale);
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shader.LoadModelMatrix(matrix);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
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}
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// Enable depth test again
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glEnable(GL_DEPTH_TEST);
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// Disable alpha blending
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glDisable(GL_BLEND);
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// Disable the VBO and VAO
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glDisableVertexAttribArray(0);
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glBindVertexArray(0);
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shader.Stop();
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}
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}
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}
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}
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